Quote:
Originally Posted by Arkshine
You're right. You need to do what exactly with the weapon attachment ?
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Get his origin to do something, like a beam, effects, or something, like the HL Egon.
Code:
void CEgon::CreateEffect( void )
{
#ifndef CLIENT_DLL
DestroyEffect();
m_pBeam = CBeam::BeamCreate( EGON_BEAM_SPRITE, 40 );
m_pBeam->PointEntInit( pev->origin, m_pPlayer->entindex() );
m_pBeam->SetFlags( BEAM_FSINE );
m_pBeam->SetEndAttachment( 1 );
m_pBeam->pev->spawnflags |= SF_BEAM_TEMPORARY; // Flag these to be destroyed on save/restore or level transition
m_pBeam->pev->flags |= FL_SKIPLOCALHOST;
m_pBeam->pev->owner = m_pPlayer->edict();
m_pNoise = CBeam::BeamCreate( EGON_BEAM_SPRITE, 55 );
m_pNoise->PointEntInit( pev->origin, m_pPlayer->entindex() );
m_pNoise->SetScrollRate( 25 );
m_pNoise->SetBrightness( 100 );
m_pNoise->SetEndAttachment( 1 );
m_pNoise->pev->spawnflags |= SF_BEAM_TEMPORARY;
m_pNoise->pev->flags |= FL_SKIPLOCALHOST;
m_pNoise->pev->owner = m_pPlayer->edict();
m_pSprite = CSprite::SpriteCreate( EGON_FLARE_SPRITE, pev->origin, FALSE );
m_pSprite->pev->scale = 1.0;
m_pSprite->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxNoDissipation );
m_pSprite->pev->spawnflags |= SF_SPRITE_TEMPORARY;
m_pSprite->pev->flags |= FL_SKIPLOCALHOST;
m_pSprite->pev->owner = m_pPlayer->edict();
if ( m_fireMode == FIRE_WIDE )
{
m_pBeam->SetScrollRate( 50 );
m_pBeam->SetNoise( 20 );
m_pNoise->SetColor( 50, 50, 255 );
m_pNoise->SetNoise( 8 );
}
else
{
m_pBeam->SetScrollRate( 110 );
m_pBeam->SetNoise( 5 );
m_pNoise->SetColor( 80, 120, 255 );
m_pNoise->SetNoise( 2 );
}
#endif
}
I've found that in egon.cpp, see the black lines, what do the func SetEndAttachment?
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